﻿//vs
//#version 150

in vec3 inPosition;
in vec2 inUV;

uniform mat4 projectionMat;
uniform mat4 viewMat;
uniform mat4 modelMat;

out vec3 worldSpacePosition;
out vec2 passUV;

void main() {
    gl_Position = projectionMat * viewMat * modelMat * vec4(inPosition, 1.0);

    worldSpacePosition = vec3(modelMat * vec4(inPosition, 1.0));
    passUV = inUV;
}
